blob: a1b2dfddcc817ce5ba30de5d6b0e89403f00717d (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
|
#pragma once
#include <vector>
#include "Mobs/Monster.h" // this is a side effect of declaring cMonster::eType inside cMonster MG TODO : make a namespace
class cFastRandom;
// this aggregate static functionnalities about mob types (some could call it helper)
// functionnalities are (in the first version) :
// - create a mob from its type (as enum) (in that way it is a compiler-proxy for mobs)
// - can transform MobTypes from enums to string and reciprocal
// - return mob family from providen type
class cMobTypesManager
{
public:
static const std::string& fromMobTypeToString(cMonster::eType a_MobType);
static cMonster::eType fromStringToMobType(const std::string& a_MobTypeName);
static cMonster::eFamily getFamilyFromType(cMonster::eType a_MobType);
protected :
typedef const std::map<cMonster::eType,std::string> tMobTypes2Names;
static tMobTypes2Names& m_MobsTypes2Names();
static tMobTypes2Names MobTypes2NamesInitializerBeforeCx11();
typedef const std::map<cMonster::eType,cMonster::eFamily> tMobType2Family; //MG TODO : this is redundancy with cMonster::getFamily() methods. But almost all the management of MobType is redundancy in this project. Maybe is it optimization, or just historical TODO : understand and do something about it.
static tMobType2Family& m_MobsType2Family();
static tMobType2Family MobType2FamilyInitializerBeforeCx11();
static cFastRandom& m_Random();
public :
/** create a new object of the specified mob.
Warning, new without delete here;
a_MobType is the type of the mob to be created
a_Size is the size (for mobs with size)
if a_Size is let to -1 for entities that need size, size will be random
assert or return null if mob type is not specified
assert if size < 1 or > 3 for entities that need size
*/
static cMonster* NewMonsterFromType(cMonster::eType a_MobType, int a_Size=-1);
}; // tolua_export
|